If you have been sitting around waiting for something totally awesome to make an appearance, then your wait is over...this mod caters to the multiplayer gamer, as well as the singleplayer fan! With this release of DocSeal'sProject X mod, even the disinchanted Far Cry gamer will find a renewed interest in this spectacular game; All 250ish mags of Far Cry goodness will put your leet gaming skills to the test as you battle the AI in singleplayer and/or try to walk away with bragging rights in the multiplayer fragfest!

This version of Project X merges Sean Ellis' great mod "The Cry Effect," which has enabled some some interesting introductions...

Some changes to both SP and MP:

A bullet time effect aptly named "The Cry Effect"

New particle effects

Many sound enhancements

Six New weapons added. New single shot modes for P90 and Pancor shotgun.

Added new rocket launched proximity mine.

If you are wondering what this mod is all about, simply put, Project X is a modification which enhances virtually every aspect of Far Cry and pushes the CryEngine further than ever before. It includes new bullet time effect, advanced texturing, sound spatialization, advanced AI scripting, six new weapons, rocket powered proximity mines, and more. Below are some changes/enhancements over the previous version...

Some Singleplayer specific chages include:

Added physicalization of weapons and various objects.

Fixed the AI to hear the impact of the proximity mine and they now walk towards it setting it off.

Added energy timer to the CryEffect. It only stay on for a limited time now and the amount of energy.

This version of PX merges Sean Ellis' great mod "The Cry Effect." This introduces:
-A bullet time effect aptly named "The Cry Effect"
-New particle effects
-Many sound enhancements
-Better special effects.
-6 New weapons added. New single shot modes for P90 and Pancor shotgun.
-Added new rocket launched proximity mine.
-Added hands as melee weapon to use.

Though much of the scripting remains the same, some of it was changed to suit other functions of PX. Additionally, some sounds were changed and some textures were enhanced for better visuals.

SP changes:

-Added physicalization of weapons and various objects.
-Fixed the AI to hear the impact of the proximity mine and they now walk towards it setting it off.
-Added energy timer to the CryEffect. It only stay on for a limited time now and the amount of energy needed to activate it is increased with your chosen difficulty level. For Easy difficulty, you only need 20% or greater energy. For Realistic, you need at least 95%.
-Enhanced blood effect texturing for more realistic gore level.
-Changed some terrain textures for more lifelike look.
-Many skyboxes changed to look better with HDR enabled.
-Modified vegetation textures to revert closer to originals. The forest is much less yellow now.
-Many user interface graphics updated including menus, font, loadscreens, save points, etc.

MP changes:

-Added physicalization to ammo and health packs.
-Changed most weapon stats to patch 1.4 levels. The exception is the M249 which performs somewhere between patch 1.33 and 1.4 levels.
-Removed Benelli shotgun.

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Known Issues:

Both SP and MP:

-The new gauges for the vehicles require textures to be set at medium or above.

SP specific issues:

-In order to have hands as a melee weapon, you must give them to yourself in DEVMODE. Several different methods were tried to have players spawn with hands automatically but I ran into C++ constraints (conflict with Xplayer.cpp.) Once you have the hands, you do not have to play in DEVMODE.
-When you have your hands enabled and you walk up to a weapon not in your inventory, it still prompts you if you want to drop your hands for the new weapon.
-The new weapons in the game have to use old drop models in order to be physicalized.
-The Uzi model does not drop.
-Cooler level: Sometimes two of the engineers spawn dead.
-Catacombs level: Sometimes one of the mutant spawns dead.
-River level: There's an script error in the first fight between the Fat Boy and mercs. The mercs are invincible. You have to bypass this fight.
-The AI sometimes go prone in the water and are able to survive indefinitely.

MP specific issues:

-Due to the file structure with the new scripts, making a .pak file for the mod cannot be done any more. Therefore a dedicated server is no longer supported. You can create Internet servers from desktop PC builds though.
-Weapon selection/kill icon errors.
-No sounds when throwing C4 and med packs.
-No sound when swinging wrench.
-New physicalized objects sometimes disappear into corners or edges of objects. This looks to be engine related.
-The new vehicle gauges interfere with bottom HUD messages.

*Removed the @ symbols from appearing in server browser filter list
*Rcon now works for dedicated LAN server

Voting:
*Majority passed votes now works properly
*When voting to kick a player, the onscreen message lists their player's name instead of slot number
*TK punish/forgive buttons now come up for TDM gametype (alpha)

Gameplay:
*Merged most of K9 mod textures into this mod (alpha)
*Merged some of K9 mod sounds
*Scoreboard now properly displays ping
*Using mix Original/K9 hud (alpha)
*Sniper rifle run speed increased 25% from 2.7 (This is now only 25% less than 1.33)
*M4 accuracy decreased from 2.7 (Now somewhere between 1.33 and ProjX 2.7)
*Enemy names no longer appear on crosshair; only teammates
*Added red dot in middle of sniper rifle scope

Known Bugs:
RL scope does not appear randomly
TK punish/forgive buttons still need work in TDM
C4 alignment incorrect on internet servers, but not LAN

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